406 lines
12 KiB
Lua
406 lines
12 KiB
Lua
--@include ./friction.txt
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--@include ./friction_preset.txt
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--@include /koptilnya/libs/constants.txt
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--@include /koptilnya/libs/utils.txt
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---@type Friction
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local Friction = require('./friction.txt')
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---@type FrictionPreset
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local FrictionPreset = require('./friction_preset.txt')
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require('/koptilnya/libs/constants.txt')
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require('/koptilnya/libs/utils.txt')
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---@class CustomWheelConfig
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---@field ParentPhysObj PhysObj
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---@field Name? string
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---@field Direction? integer
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---@field LateralFrictionPreset? FrictionPresetConfig
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---@field LongitudinalFrictionPreset? FrictionPresetConfig
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---@field AligningFrictionPreset? FrictionPresetConfig
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---@class CustomWheel
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local Wheel = class('Wheel')
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---@param config CustomWheelConfig
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function Wheel:initialize(config)
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config = config or {}
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---@type string
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self.name = config.Name
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self.direction = config.Direction or 1
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self.mass = config.Mass or 20
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self.radius = config.Radius or 0.27
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self.rollingResistance = config.RollingResistance or 20
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self.casterAngle = math.rad(config.CasterAngle or 0)
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self.camberAngle = math.rad(config.CamberAngle or 0)
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self.toeAngle = math.rad(config.ToeAngle or 0)
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self.forwardFriction = Friction:new()
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self.sideFriction = Friction:new()
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self.lateralFrictionPreset = FrictionPreset:new(config.LateralFrictionPreset)
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self.longitudinalFrictionPreset = FrictionPreset:new(config.LongitudinalFrictionPreset)
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self.aligningFrictionPreset = FrictionPreset:new(config.AligningFrictionPreset)
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self.slipCircleShape = config.SlipCircleShape or 1.05
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self.motorTorque = 0
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self.brakeTorque = 0
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self.steerAngle = 0
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self.hasHit = false
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self.counterTorque = 0
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self.inertia = 0
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self.load = 0
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self.angularVelocity = 0
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self.mz = 0
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self.forward = Vector(0)
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self.right = Vector(0)
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self.up = Vector(0)
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self.entity = NULL_ENTITY
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---@type PhysObj?
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self.physObj = nil
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self.baseInertia = 0.6 * self.mass * math.pow(self.radius, 2)
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self.inertia = self.baseInertia
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self.printDebounced = debounce(function(...)
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print(...)
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end, 1)
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self.parentPhysObj = config.ParentPhysObj
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end
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---@param entity Entity
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function Wheel:setEntity(entity)
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self.entity = entity
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self.entity:setNoDraw(false)
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self.physObj = isValid(entity) and entity:getPhysicsObject() or nil
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if isValid(self.physObj) then
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self.physObj:setMaterial('friction_00')
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self.physObj:setMass(self.mass)
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self.physObj:enableDrag(false)
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self.physObj:setDragCoefficient(0)
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self.physObj:setAngleDragCoefficient(0)
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self:setInertia(0.6 * self.mass * math.pow(self.radius, 2))
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end
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end
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function Wheel:setInertia(inertia)
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if isValid(self.physObj) then
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self.physObj:setInertia(Vector(inertia))
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self.inertia = inertia
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end
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end
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function Wheel:isValid()
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return isValid(self.entity) and isValid(self.physObj)
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end
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function Wheel:getRPM()
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return self.angularVelocity * RAD_TO_RPM
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end
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function Wheel:getLongitudinalLoadCoefficient(load)
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return 11000 * (1 - math.exp(-0.00014 * load))
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end
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function Wheel:getLateralLoadCoefficient(load)
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return 18000 * (1 - math.exp(-0.0001 * load))
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end
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function Wheel:stepLongitudinal(Tm, Tb, Vx, W, Lc, R, I)
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local Winit = W
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local VxAbs = math.abs(Vx)
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local Sx = 0
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if Lc < 0.01 then
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Sx = 0
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elseif VxAbs >= 0.01 then
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Sx = (W * R - Vx) / VxAbs
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else
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Sx = (W * R - Vx) * 0.6
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end
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Sx = math.clamp(Sx, -1, 1)
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W = W + Tm / I * TICK_INTERVAL
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if self.name == 'WheelRL' or self.name == 'WheelRR' then
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self.printDebounced(Color(255, 255, 0), string.format('[%s] ', self.name), Color(255, 255, 255), string.format('W: %.2f', W))
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end
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Tb = Tb * (W > 0 and -1 or 1)
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local TbCap = math.abs(W) * I / TICK_INTERVAL
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local Tbr = math.abs(Tb) - math.abs(TbCap)
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Tbr = math.max(Tbr, 0)
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Tb = math.clamp(Tb, -TbCap, TbCap)
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W = W + Tb / I * TICK_INTERVAL
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local maxTorque = self.longitudinalFrictionPreset:evaluate(math.abs(Sx)) * Lc * R
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-- local inertiaSum = (I + self.vehicle.basePhysObject:getInertia():getLength())
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local errorTorque = (W - Vx / R) * I / TICK_INTERVAL
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local surfaceTorque = math.clamp(errorTorque, -maxTorque, maxTorque)
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W = W - surfaceTorque / I * TICK_INTERVAL
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local Fx = surfaceTorque / R
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Tbr = Tbr * (W > 0 and -1 or 1)
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local TbCap2 = math.abs(W) * I / TICK_INTERVAL
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local Tb2 = math.clamp(Tbr, -TbCap2, TbCap2)
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W = W + Tb2 / I * TICK_INTERVAL
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local deltaOmegaTorque = (W - Winit) * I / TICK_INTERVAL
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local Tcnt = -surfaceTorque + Tb + Tb2 - deltaOmegaTorque
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return W, Sx, Fx, Tcnt
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end
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function Wheel:stepLongitudinal2(Tm, Tb, Vx, W, Lc, R, I)
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-- Параметры Pacejka (примерные значения, можно калибровать под задачу)
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local B = 10.0 -- stiffness factor
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local C = 1.9 -- shape factor
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local D = Lc -- peak factor (максимальное сцепление зависит от нагрузки)
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local E = 0.97 -- curvature factor
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-- Угловая скорость колеса и радиус
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local wheelSpeed = W * R
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-- Slip ratio (проверка на деление на 0)
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local slip
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if math.abs(Vx) < 0.1 then
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slip = 0.0
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else
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slip = (wheelSpeed - Vx) / math.abs(Vx)
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end
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-- Формула Pacejka для расчета силы тяги (longitudinal force)
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local Fx = D * math.sin(C * math.atan(B * slip - E * (B * slip - math.atan(B * slip))))
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-- Добавим моторный момент и торможение, сопротивление качению
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local driveForce = Tm / R
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local brakeForce = Tb / R
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local rollingResistanceTorque = self.rollingResistance * R
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local tractionTorque = Fx * R
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-- Суммарный момент, действующий на колесо
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local netTorque = Tm - Tb - rollingResistanceTorque - tractionTorque
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-- Угловое ускорение
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local angularAcceleration = netTorque / I
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-- Обновляем угловую скорость
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local newAngularVelocity = W + angularAcceleration * TICK_INTERVAL
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-- Суммарная продольная сила (на автомобиль)
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local totalLongitudinalForce = Fx + (Tm - Tb - rollingResistanceTorque) / R
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-- print(newAngularVelocity, slip, totalLongitudinalForce, -tractionTorque)
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return newAngularVelocity, slip, totalLongitudinalForce, tractionTorque
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end
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function Wheel:stepLateral(Vx, Vy, Lc)
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local VxAbs = math.abs(Vx)
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local Sy = 0
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if Lc < 0.01 then
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Sy = 0
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elseif VxAbs > 0.1 then
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Sy = math.deg(math.atan(Vy / VxAbs))
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Sy = Sy / 50
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else
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Sy = Vy * (0.003 / TICK_INTERVAL)
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end
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Sy = Sy -- * 0.95
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Sy = math.clamp(Sy, -1, 1)
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local slipSign = Sy < 0 and -1 or 1
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local Fy = -slipSign * self.lateralFrictionPreset:evaluate(math.abs(Sy)) * Lc
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return Sy, Fy
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end
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function Wheel:slipCircle(Sx, Sy, Fx, Fy, slipCircleShape)
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local SxAbs = math.abs(Sx)
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if SxAbs > 0.01 then
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local SxClamped = math.clamp(Sx, -1, 1)
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local SyClamped = math.clamp(Sy, -1, 1)
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local combinedSlip = Vector2(SxClamped * slipCircleShape, SyClamped)
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local slipDir = combinedSlip:getNormalized()
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local F = math.sqrt(Fx * Fx + Fy * Fy)
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local absSlipDirY = math.abs(slipDir.y)
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Fy = F * absSlipDirY * (Fy < 0 and -1 or 1)
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end
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return Sx, Sy, Fx, Fy
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end
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function Wheel:selfAligningTorque(Sy, Fy, load)
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if math.abs(Sy) < 0.001 or load < 0.001 then
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return 0
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end
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local B = self.aligningFrictionPreset.B
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local C = self.aligningFrictionPreset.C
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local D = self.aligningFrictionPreset.D
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local E = self.aligningFrictionPreset.E
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local entityWheelDown = self.entity:localToWorld(Vector(0, 0, -self.radius * UNITS_PER_METER))
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local physWheelDown = self.entity:localToWorld(-self.up * self.radius * UNITS_PER_METER)
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local mechanicalTrail = entityWheelDown:getDistance(physWheelDown) * UNITS_TO_METERS
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local pneumaticTrail = 0.2 * math.exp(-5 * math.abs(Sy))
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local Mz = -Fy * (mechanicalTrail + pneumaticTrail)
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if self.name == 'WheelFL' or self.name == 'WheelFR' then
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-- self.printDebounced(
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-- Color(255, 255, 0),
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-- string.format('[%s] ', self.name),
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-- Color(255, 255, 255),
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-- string.format('Mz: %.2f | Sy: %.2f | Fy: %.2f | mechanicalTrail: %.3f', Mz, Sy, Fy, mechanicalTrail)
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-- )
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end
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return Mz -- TICK_INTERVAL
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end
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function Wheel:rotateAxes()
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local ang = self.physObj:getAngles()
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-- Base directions
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---@type Vector
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local forward = ang:getForward() * self.direction
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local up = ang:getUp()
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---@type Vector
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local right = -ang:getRight() * self.direction
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-- Step 1: Steer + Toe (rotate forward/right around up)
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local steerAngle = -self.steerAngle
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forward = forward:rotateAroundAxis(up, steerAngle)
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right = right:rotateAroundAxis(up, steerAngle)
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-- Step 2: Caster (rotate forward/up around right)
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local casterAngle = -self.casterAngle -- * self.direction
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forward = forward:rotateAroundAxis(right, nil, casterAngle)
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up = up:rotateAroundAxis(right, nil, casterAngle)
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-- Step 3: Camber (rotate up/right around forward)
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local camberAngle = -self.camberAngle * self.direction
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up = up:rotateAroundAxis(forward, nil, camberAngle)
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right = right:rotateAroundAxis(forward, nil, camberAngle)
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-- Normalize final vectors
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self.forward = forward:getNormalized()
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self.right = right:getNormalized() * self.direction
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self.up = up:getNormalized()
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end
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function Wheel:update()
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if not isValid(self.entity) or not isValid(self.physObj) then
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return
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end
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local frictionSnapshot = self.physObj:getFrictionSnapshot()
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local externalStress, internalStress = self.physObj:getStress()
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self.hasHit = #frictionSnapshot > 0
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self.load = self.hasHit and externalStress * KG_TO_N or 0
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---@type PhysObj?
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local frictionSnapshotItem = self.hasHit and frictionSnapshot[1] or nil
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local surfaceVelocity = Vector(0, 0, 0)
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if frictionSnapshotItem ~= nil then
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surfaceVelocity = frictionSnapshotItem.Other:getVelocityAtPoint(frictionSnapshotItem.ContactPoint)
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end
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local velocity = (self.parentPhysObj:getVelocityAtPoint(self.entity:getPos()) - surfaceVelocity) * UNITS_TO_METERS
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-- local velocity = self.physObj:getVelocity() * UNITS_TO_METERS
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-- self.load = frictionSnapshotItem and frictionSnapshotItem.NormalForce / KG_TO_N or 0
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self.longitudinalLoadCoefficient = self:getLongitudinalLoadCoefficient(self.load)
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self.lateralLoadCoefficient = self:getLateralLoadCoefficient(self.load)
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-- if self.name == 'WheelRL' or self.name == 'WheelRR' then
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-- self.printDebounced(
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-- Color(255, 255, 0),
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-- string.format('[%s] ', self.name),
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-- Color(255, 255, 255),
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-- string.format(
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-- 'Load: %.2f | LonLc: %.2f | LaLc: %.2f | externalStress: %.2f',
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-- self.load,
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-- self.longitudinalLoadCoefficient,
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-- self.lateralLoadCoefficient,
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-- externalStress
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-- )
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-- )
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-- end
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self:rotateAxes()
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local forwardSpeed = 0
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local sideSpeed = 0
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if self.hasHit then
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forwardSpeed = velocity:dot(self.forward)
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sideSpeed = velocity:dot(self.right)
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end
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local W, Sx, Fx, CounterTq = self:stepLongitudinal(
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self.motorTorque,
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self.brakeTorque + self.rollingResistance,
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forwardSpeed,
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self.angularVelocity,
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self.longitudinalLoadCoefficient,
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self.radius,
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self.inertia
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)
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local Sy, Fy = self:stepLateral(forwardSpeed, sideSpeed, self.lateralLoadCoefficient)
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Sx, Sy, Fx, Fy = self:slipCircle(Sx, Sy, Fx, Fy, self.slipCircleShape)
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-- Traction circle: ограничение по максимальной силе сцепления
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-- local mu = 1.0 -- коэффициент трения (может быть в пресете)
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-- local F_max = self.load * mu
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-- local F_total = math.sqrt(Fx * Fx + Fy * Fy)
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-- if F_total > F_max and F_total > 0 then
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-- local scale = F_max / F_total
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-- Fx = Fx * scale
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-- Fy = Fy * scale
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-- end
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self.mz = self:selfAligningTorque(Sy, Fy, self.load)
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self.angularVelocity = W
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self.counterTorque = CounterTq * self.direction
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self.forwardFriction.slip = Sx
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self.forwardFriction.force = Fx
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self.forwardFriction.speed = forwardSpeed
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self.sideFriction.slip = Sy
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self.sideFriction.force = Fy
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self.sideFriction.speed = sideSpeed
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end
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---@type fun(config: CustomWheelConfig): CustomWheel
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Wheel.new = Wheel.new
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return Wheel
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